#version 450 core
layout(location = 0) in vec3 position;
layout (location = 0) uniform mat4 model;
layout (location = 1) uniform mat4 view;
layout (location = 2) uniform mat4 projection;
out vec3 volume_position;
void main()
{
	gl_Position = projection * view * model * vec4(position, 1.0);
	volume_position = position + vec3(0.5);
}
